Another feature-heavy update with many things sponsored by @Bantichai is currently in development - release probably by the end of June.

Most noteworthy updates are:

Update to the battle cameraThe automatic battle camera can optionally be used in addition to the event camera changes and now also supports using the camera control target changes from built-in (and custom cameras derived from the BaseCameraControl class).

Update to status previewsBeside being able to switch between previewed stats and the real stats (e.g. having a HUD blink between preview and real stats), you can also display status value changes that represent a range instead of using a single value. This can be displayed in texts (e.g. Damage 35~50) as well as on value bars (adding new bar image/color settings for positive and negative change ranges). You can also display a text for stats that aren't being changed, and other things.

Grid HighlightsNew grid highlights (e.g. for the currently selecting combatant or available targets) and hiding selected highlights when hovering the cursor over a GUI box.

Grid Event NodesThere'll be a bunch of new event nodes for grid battles :)

Custom Choice SkinsYou can optionally use custom skins for choices/buttons (i.e. GUISkin or prefab based on what GUI system you're using).Available pretty much wherever you define a choice/button or content layout, e.g. the different layouts for research item states in the research menu.

Shortcut ListsYou can access different shortcut lists everywhere, e.g. HUDs and control maps are no longer limited to using the currently active shortcut list of a combatant.

Event System: Combatant SelectionsThe new Combatant Selection Dialogue node allows selecting a combatant from a list of combatants (e.g. the active player group or all inactive members of a group) and stores it into selected data.Furthermore, all active group nodes now allow optionally using a different group (e.g. a defined group ID or the group of a defined combatant). In combination this allows you to create custom group management systems, and generally more flexibility when working with groups :)

Sub Battle ActionsThe Use Battle Action node can optionally fire a selected action as a sub-action of the battle action the event is used by.This means you can immediately fire an action within an action and wait for that action to finish before resuming the original action (or use it while the original continues).

Custom Choice SkinsYou can optionally use custom skins for choices/buttons (i.e. GUISkin or prefab based on what GUI system you're using).Available pretty much wherever you define a choice/button or content layout, e.g. the different layouts for research item states in the research menu.

Shortcut ListsYou can access different shortcut lists everywhere, e.g. HUDs and control maps are no longer limited to using the currently active shortcut list of a combatant.

Event System: Combatant SelectionsThe new Combatant Selection Dialogue node allows selecting a combatant from a list of combatants (e.g. the active player group or all inactive members of a group) and stores it into selected data.Furthermore, all active group nodes now allow optionally using a different group (e.g. a defined group ID or the group of a defined combatant). In combination this allows you to create custom group management systems, and generally more flexibility when working with groups :)

Sub Battle ActionsThe Use Battle Action node can optionally fire a selected action as a sub-action of the battle action the event is used by.This means you can immediately fire an action within an action and wait for that action to finish before resuming the original action (or use it while the original continues).

Icon SizeFinally, you get more control over icon sizes displayed in ORK's UI!Beside a global icon size setting in the menu settings (defaults to using the original size of the icons), you can also override that per GUI box and choice (alongside the custom choice skins).Additionally, you can use text codes to change icon sizes, either with the new #iconsize# text code to set the size for all following icons (e.g. #iconsize#w100# sets all icons to a width of 100 while scaling the height accordingly) or by adding size information to an icon text code (e.g. #ability.icon2#h50# displays the icon of ability ID 2 with a height of 50 while scaling the width accordingly).

Again, thankgs to @Bantichai for sponsoring this and many of the other features coming in this update :)